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Question by Krzysiek1105 · Jul 10, 2014 at 09:58 AM · rigidbodynetworkballpunsynchronize

[PUN] Rigidbody ball synchronization

Hi. I want to synchronize ball between players. This is my code, but this solution is not working good. I no have idea how to solve this problem.

 using UnityEngine;
 using System.Collections;
 
 public class BallSynchronize : Photon.MonoBehaviour
 {
     Vector3 realPosition = Vector3.zero;
     Quaternion realRotation = Quaternion.identity;
 
     Vector3 realPositionR = Vector3.zero;
     Vector3 realVelocityR = Vector3.zero;
     Quaternion realRotationR = Quaternion.identity;
     
     Vector3 realVelocityRA = Vector3.zero;
 
     public void Update ()
     {
         if(!photonView.isMine)
         {
             transform.position = Vector3.Lerp(transform.position, realPosition, 0.1f);
             transform.rotation = Quaternion.Lerp(transform.rotation, realRotation, 0.1f);
         }
     }
 
     public void FixedUpdate ()
     {
         if(!photonView.isMine)
         {
             rigidbody.position = Vector3.Lerp(rigidbody.position, realPositionR, 0.1f);
             rigidbody.velocity = Vector3.Lerp(rigidbody.velocity, realVelocityR, 0.1f);
             rigidbody.rotation = Quaternion.Lerp(rigidbody.rotation, realRotationR, 0.1f);
             
             rigidbody.angularVelocity = Vector3.Lerp(rigidbody.angularVelocity, realVelocityRA, 0.1f);
         }
     }
 
     public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
     {
         if(stream.isWriting)
         {
             stream.SendNext(transform.position);
             stream.SendNext(transform.rotation);
 
             stream.SendNext(rigidbody.position);
             stream.SendNext(rigidbody.rotation);
             stream.SendNext(rigidbody.velocity);
             
             stream.SendNext(rigidbody.angularVelocity);
         }
         else
         {
             realPosition = (Vector3)stream.ReceiveNext();
             realRotation = (Quaternion)stream.ReceiveNext();
 
 
             realPositionR = (Vector3)stream.ReceiveNext();
             realRotationR = (Quaternion)stream.ReceiveNext();
             realVelocityR = (Vector3)stream.ReceiveNext();
             
             realVelocityRA = (Vector3)stream.ReceiveNext();
         }
     }
 }
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avatar image meat5000 ♦ · Jul 10, 2014 at 09:00 AM 0
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Explain the actual problem, with respect to the code.

avatar image Krzysiek1105 · Jul 10, 2014 at 10:54 AM 0
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The ball is lagging (is not network connection problem), doesn't rotate.

avatar image InfernoZYB · Apr 25, 2015 at 08:00 PM 0
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Is the ball being instanciated? Because only the creator of it and the host can effect it.

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